Phantom Blade Zero Combat Mechanics

Sha-Chi, Guard Break, level scaling, difficulty modes and elemental weaknesses, explained with the game's own numbers: curves, area levels and the resistances of 74 bosses and 101 enemies.

Enemy HP at level 25
×18.51× base HP (calculated)
Highest area level
25Across 9 regions
Difficulty modes
4Wayfarer, Pathbreaker, Hellwalker, 66 Days
Most common boss weakness
Lightning26 bosses take extra damage

Sha-Chi and Guard Break

Game data

Sha-Chi is the combat resource you and every enemy share. Empty a foe's Sha-Chi and it is Guard-Broken; run out of your own and your options shrink. What the game's tutorials say:

  • Standard Combos deplete an enemy's Sha-Chi and make it Guard-Broken; Sha-Chi Combos break guard faster but consume your own Sha-Chi.
  • Guard Stance drains Sha-Chi continuously, and blocking attacks drains more on top. Blocking a Blue-flash Attack drains a massive amount.
  • A Parry costs no Sha-Chi; instead it severely depletes the attacker's Sha-Chi and generates Sha-Chi Essence. Blue-flash Attacks are the ones to Parry.
  • Red-flash Attacks cannot be blocked: Perfect Dodge them. Dodging or Perfect Blocking at the exact moment of impact triggers a Ghoststep that slips you behind your foe.
  • Power Surges consume one Sha-Chi Essence.
  • Switching weapons fully restores Sha-Chi, with a short cooldown.
  • Sha-Chi Amber raises your maximum Sha-Chi; Blackstones raise Attack and Guard Break.

Sha-Chi in the numbers

Boss base Sha-Chi
1,200–4,0007 bosses share the top value
Enemy base Sha-Chi
100–1,100
Bosses losing extra Sha-Chi to Parries
2
Bosses resisting Parry Sha-Chi loss
41

Rules quoted from the in-game tutorials; numbers read from every boss and enemy config.

Enemy level scaling (levels 1–25)

Calculated

Every enemy's HP, Sha-Chi, attack and Sha-Chi attack are multiplied by the game's monster curve for its level. At level 10 HP is ×6.07; at level 25 HP is ×18.51, Sha-Chi ×12.79, attack ×2.92 and Sha-Chi attack ×1.88.

Enemy attribute multiplier by level
HPSha-ChiAttackSha-Chi damage
Enemy attribute multiplier by level
Lv 1×1×1×1×1
Lv 2×1.38×1.23×1×1
Lv 3×2.34×1.58×1.01×1.02
Lv 4×2.58×1.79×1.05×1.05
Lv 5×3.03×1.95×1.11×1.07
Lv 6×3.67×2.1×1.18×1.09
Lv 7×4.18×2.86×1.23×1.13
Lv 8×4.69×3.14×1.26×1.14
Lv 9×5.21×3.21×1.28×1.17
Lv 10×6.07×3.42×1.3×1.22
Lv 11×6.29×3.59×1.32×1.29
Lv 12×6.51×3.84×1.36×1.35
Lv 13×7.63×4.11×1.42×1.39
Lv 14×8.75×4.46×1.52×1.45
Lv 15×9.87×4.63×1.65×1.51
Lv 16×10.5×6.01×1.83×1.56
Lv 17×11×7.07×2×1.59
Lv 18×11.6×7.93×2.11×1.61
Lv 19×12.2×8.97×2.21×1.66
Lv 20×12.8×9.75×2.31×1.73
Lv 21×13.9×10.7×2.41×1.79
Lv 22×15×11.3×2.5×1.83
Lv 23×15.5×11.6×2.63×1.87
Lv 24×16×12.2×2.81×1.87
Lv 25×18.5×12.8×2.92×1.88
Enemy level scaling (levels 1–25)
LevelHPSha-ChiAttackSha-Chi damage
Lv 1×1×1×1×1
Lv 2×1.38×1.23×1×1
Lv 3×2.34×1.58×1.01×1.02
Lv 4×2.58×1.79×1.05×1.05
Lv 5×3.03×1.95×1.11×1.07
Lv 6×3.67×2.1×1.18×1.09
Lv 7×4.18×2.86×1.23×1.13
Lv 8×4.69×3.14×1.26×1.14
Lv 9×5.21×3.21×1.28×1.17
Lv 10×6.07×3.42×1.3×1.22
Lv 11×6.29×3.59×1.32×1.29
Lv 12×6.51×3.84×1.36×1.35
Lv 13×7.63×4.11×1.42×1.39
Lv 14×8.75×4.46×1.52×1.45
Lv 15×9.87×4.63×1.65×1.51
Lv 16×10.46×6.01×1.83×1.56
Lv 17×11.04×7.07×2×1.59
Lv 18×11.63×7.93×2.11×1.61
Lv 19×12.21×8.97×2.21×1.66
Lv 20×12.8×9.75×2.31×1.73
Lv 21×13.9×10.72×2.41×1.79
Lv 22×15.02×11.34×2.5×1.83
Lv 23×15.52×11.64×2.63×1.87
Lv 24×16.02×12.22×2.81×1.87
Lv 25×18.51×12.79×2.92×1.88

Multiplier = 1 + curve(level), from the CV_AttributeCurve_Monster curves; level 1 is the base value. Difficulty modifiers live in the game's code and are not included.

Area levels by region

Game data

An enemy's level is the level of the area it stands in. Each region is split into areas with their own level; later visits to a region can run much higher.

Area levels by region
RegionLevel bandArea levelsHP multiplier at top
Weeping Creek Valley1–4Lv 1, Lv 2, Lv 3, Lv 4×2.58
Crimson Forest4–24Lv 4, Lv 5, Lv 6, Lv 24×16.02
Village of Lu7–9Lv 7, Lv 8, Lv 9×5.21
Pangzhen10–15Lv 10, Lv 11, Lv 12, Lv 13, Lv 14, Lv 15×9.87
Mandate Encampment19–20Lv 19, Lv 20×12.8
Meigu Lake18–23Lv 18, Lv 19, Lv 20, Lv 23×15.52
Mountain of Imprisonment22Lv 22×15.02
Mirage Estate22–24Lv 22, Lv 23, Lv 24×16.02
Mount Soulrend25Lv 25×18.51

From the game's area level table; areas are matched to regions by where their enemies spawn.

Remnant Dust per kill by level

Game data

Regular enemies use one of 3 reward rows. At level 1 the lowest row pays up to 110 Dust per kill; at level 25 it pays 1,810, and the richest row pays 5,410.

Remnant Dust per kill by enemy level
Low rewardMedium rewardHigh reward
Remnant Dust per kill by enemy level
Lv 1110170310
Lv 2120186340
Lv 3160250460
Lv 4210330610
Lv 5240378700
Lv 6250394730
Lv 7260410760
Lv 8270426790
Lv 9280442820
Lv 10290458850
Lv 11300474880
Lv 12320506940
Lv 134106501,210
Lv 145108101,510
Lv 155208261,540
Lv 166301,0021,870
Lv 179101,4502,710
Lv 181,0101,6103,010
Lv 191,1101,7703,310
Lv 201,2101,9303,610
Lv 211,3102,0903,910
Lv 221,4102,2504,210
Lv 231,5102,4104,510
Lv 241,7102,7305,110
Lv 251,8102,8905,410
Remnant Dust per kill by level
LevelLow rewardMedium rewardHigh reward
Lv 190–110150–170290–310
Lv 3140–160230–250440–460
Lv 5220–240358–378680–700
Lv 8250–270406–426770–790
Lv 10270–290438–458830–850
Lv 12300–320486–506920–940
Lv 15500–520806–8261,520–1,540
Lv 18990–1,0101,590–1,6102,990–3,010
Lv 201,190–1,2101,910–1,9303,590–3,610
Lv 221,390–1,4102,230–2,2504,190–4,210
Lv 241,690–1,7102,710–2,7305,090–5,110
Lv 251,790–1,8102,870–2,8905,390–5,410

Rows are grouped from each enemy's own loot curve; the names Low / Medium / High are ours. Bosses pay fixed, much larger amounts.

Difficulty modes

Game data

Four difficulties, with the game's own descriptions. The difficulty is chosen when you start and cannot be switched freely during a playthrough.

  • Wayfarer

    Take Your First Steps into the Wulin.

    A gentler path through the Wulin. Focus on the story, take in the world, fight at your own pace.

    Cannot be changed during the playthrough; the achievements for finishing on Pathbreaker or Hellwalker cannot be unlocked, and 66 Days stays locked.

  • Pathbreaker

    Carve your own path through the Wulin, without losing yourself to the blade.

    A true test of skill. For those who've swung a blade before and are ready for a real fight.

  • Hellwalker

    Defy heaven's will. Death waits around every corner.

    The ultimate trial. Enemies strike without mercy, adapt without warning, and hold nothing back.

  • 66 Days

    66 days only. Every step could be your last.

    Unlocked after completing the game on any other difficulty.

    You cannot switch to 66 Days after starting a game, and its difficulty cannot be changed once begun.

Texts from the game's difficulty screen. The exact damage and HP multipliers of each mode are not in the data files, so this site's numbers never include them.

Elements and status effects

Game data

How many of the 74 bosses and 101 enemies take extra damage from, resist or ignore each element. Lightning is the most common boss weakness (26 bosses).

Status build-up on bosses

Status build-up on bosses
Status effectBuilds fasterBuilds slowerImmune
Burn21236
Poison101914
Shock27214
Frost (duration)18168
Bleed71914
Blood Burst21813
Soaked5324

Counts from each boss's and enemy's resistance table. Frost is measured as duration, the other statuses as build-up speed.

How to read resistances

Every boss and enemy page lists the same three tables. What the numbers mean:

  • Element +30% = it takes 30% more damage from that element (a weakness); −30% = 30% less; Immune = no damage from it.
  • Status +30% = that status builds up 30% faster on it; −30% = 30% slower. For Frost the value changes how long Frost lasts.
  • Sha-Chi interactions change how much Sha-Chi the enemy loses when you Parry it, hit it or hit its guard: a resist there means Guard Break takes longer.
  • Status build-up usually follows the matching element (Burn with Fire, Shock with Lightning, Soaked with Water), but not always, so check both tables.
Sha-Chi interactions across bosses
Sha-Chi interactionBosses losing moreBosses losing lessStrongest resist
Sha-Chi lost on a Deflect241−90%
Sha-Chi lost on hit115−80%
Sha-Chi lost while guarding08−100%

Combat controls glossary

The input names weapon and Phantom Edge move lists use, and what the tutorials teach about each.

  • Light AttackStrings Standard Combos, the main way to drain an enemy's Sha-Chi. Pressed right after a Perfect Dodge, Parry, Guard Break or kill, it can trigger a Quick Pursuit on a distant enemy (talent). Named in 156 weapon and Edge move descriptions.
  • Heavy AttackThe second attack. With a talent, a Heavy Attack made with too little Sha-Chi spends what is left on an enhanced attack. Named in 126 weapon and Edge move descriptions.
  • Sha-Chi AttackSha-Chi Combos: they break guard faster but cost Sha-Chi. Held with some weapons, it charges the attack. Named in 36 weapon and Edge move descriptions.
  • StanceHold for Guard Stance (drains Sha-Chi); press at the exact moment of impact to Perfect Block. Named in 13 weapon and Edge move descriptions.
  • Phantom EdgeUses your Phantom Edge; the tutorial uses it to unleash a Power Surge, which consumes one Sha-Chi Essence. Named in 35 weapon and Edge move descriptions.
  • DodgeBackstep or directional Dodge. Timed on a Red-flash Attack it is a Perfect Dodge and triggers a Ghoststep.
  • Switch WeaponSwitches weapons and fully restores Sha-Chi, on a short cooldown.

Data: Phantom Blade Zero 26367565 (CL-302256, UE 5.7.4). How we source this

Fights in Phantom Blade Zero turn on Sha-Chi: Standard and Sha-Chi Combos drain an enemy's Sha-Chi until it is Guard-Broken, while Parries drain it without costing you any. Enemies scale with the level of the area they stand in, up to level 25; by level 25 their HP is ×18.51 the base value while attack only rises ×2.92, so late fights are long rather than deadly per hit. Remnant Dust per kill grows with level too, from 110 on a level-1 enemy to 5,410 for the richest level-25 ones. Wayfarer and Pathbreaker are open from the start; Hellwalker unlocks in New Game+ after a clear on either, and 66 Days after a first clear on any other difficulty. Lightning is the element the most bosses are weak to (26).

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Phantom Blade Zero mechanics FAQ

What is Sha-Chi in Phantom Blade Zero?

Sha-Chi is the combat resource of both Soul and his enemies. Combos drain an enemy's Sha-Chi until it is Guard-Broken; Guard Stance, blocking and Sha-Chi Combos spend yours, and switching weapons refills it. Bosses start with 1,200 to 4,000 base Sha-Chi.

Do enemies scale with level in Phantom Blade Zero?

Yes. Enemies take the level of the area they are in (up to 25). At level 25 HP is ×18.51 the base value, Sha-Chi ×12.79 and attack ×2.92, before difficulty.

What difficulty should I play Phantom Blade Zero on?

Wayfarer is the gentle, story-first mode but locks the Pathbreaker/Hellwalker completion achievements and 66 Days. Pathbreaker is described as a true test of skill, and Hellwalker as the ultimate trial where enemies adapt without warning.

How do you unlock 66 Days difficulty?

66 Days is unlocked after completing the game on any other difficulty. You cannot switch to it after starting a game, and a Wayfarer playthrough keeps it locked.

What elements are bosses weak to?

Number of bosses taking extra damage from each element: Lightning (26), Fire (20), Frost (17), Poison (9), Water (5), Chaos (1).

How much Remnant Dust do enemies give?

It depends on the enemy's level and reward row: from 110 per kill at level 1 to 5,410 at level 25 for the richest enemies. Bosses pay fixed, larger amounts.